#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

out vec3 Normal; // 法向量
out vec3 FragPos; // 顶点世界坐标

void main(){
  gl_Position = projection * view * model * vec4(aPos, 1.0f);
  FragPos = vec3(model * vec4(aPos, 1.0f));
  Normal = mat3(transpose(inverse(model))) * aNormal; // 预防scale对法线的干扰
}
